Guest User

Untitled

a guest
Jun 14th, 2017
162
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.19 KB | None | 0 0
  1. New abilities:
  2.  
  3. Attacks that deal more damage the more health a unit has
  4. Attacks that deal more damage the more units are in the square
  5. Frenzied Charge: temporary speed boost and attack bonus, counterattack and defense penalty
  6. Bleeds need to be more substantial.
  7. Fierce Strike acts strangely.
  8. Powerful Swing -> Precise Strike -> this ability feels lackluster.
  9. Pike: Reduce passive defense, increase Braced Spear defence by a lot. Two handed.
  10. Lord Hammers need to drop speed more.
  11. Switch the two axe abilities
  12. Spears don't provoke counterattacks?
  13.  
  14. <hairrorist> The counter would be a unit with very high movement
  15. <kenata> Its good that you are thinking this way
  16. <hairrorist> which, by the way, let me know what you think of this
  17. <hairrorist> I was thinking about attaching a "Heroic Charge" ability to mounts
  18. <kenata> ok so you have outlined the first two new roles
  19. <kenata> Defender and anti defender
  20. <hairrorist> That would give a huge movespeed bonus
  21. <hairrorist> an attack bonus
  22. <hairrorist> and a huge counterattack penalty
  23.  
  24. Archery buff: unit density increases attack
  25. Powerful swings has limited tactical application.
  26. changing self targets to range 0
  27. Bleeds add a debuff.
  28.  
  29. In the meantime, our complete list for .7
  30. 1) Ensure that all abilities work.
  31. 2) Ensure all abilities provide more complex tactical considerations (Powerful & Bleeds, notably)
  32. 3) Alternate attacks for all weapons (if possible)
  33. 4) Archery scaling off unit density
  34. 4) all dmg scaling off unit density
  35. 5) Effects based on percentages
  36.  
  37. Club:
  38. Alt) Unbalancing Swing: +20% damage/-20% attack
  39. Ult) Club Smash: 150% damage
  40.  
  41. Staff:
  42. Alt) Rest
  43. Ult) movement bonus
  44.  
  45. War Staff
  46. Alt) Rest
  47. Ult) +30% defense, +30% counter
  48.  
  49. Dagger:
  50. Alt) Bleed: applies 3 point bleed and 20% attack debuff.
  51. Ult) Throw: two square ranged attack, applies the bleed and the debuff, does true damage, subtracts weapon's attack modifier from attacker
  52. bleed scales .25 damage per troop number
  53.  
  54. Oak Spear:
  55. Alt) Fortify
  56. Ult) Pierce: 30% attack true damage
  57.  
  58. Boar Spear
  59. Alt) Rest
  60. Ult) Braced Spear
  61.  
  62. Shortsword:
  63. Alt) Passive counterstrike bonus
  64. Ult) Flurry: Doublestrike, attack bonus -> attack bonus boosts counterstrike bonus further
  65.  
  66. Warhammer:
  67. Alt) Armor Cracker: 5% defense penalty scaling with troop count
  68. Ult: Disorienting strike
  69.  
  70. Battlehammer:
  71. Alt) +50% att -30% def and no counter - Windup
  72. Ult: Knockback
  73.  
  74. Lord Hammer:
  75. Alt)
  76. Ult) Skullcracker: Full damage, knockback, no counterattack for one round.
  77.  
  78. Axe:
  79. Alt) Deep Gash, attack scales with the health of the target, dealing less damage than a normal attack to low health units. This needs to be divided by the number of units in a troop, so that it scales based on the hitpoints of an actual single unit. I will not be able to code this, I'm just not good enough with the tools yet.
  80. Ult) Bleeding Strike
  81. Ult) Fierce Strike
  82.  
  83. Battle Axe
  84. Alt) Windup
  85. Ult) Decapitate DefendableDamage = Curhealth - (HP/troopcount)
  86.  
  87. Pike
  88. Alt) Impale: Roots both units for two rounds, applies bleed to target
  89. Ult) Braced Spear defense = 2(Defense + attack)
  90.  
  91. Shortbow
  92. Alt) Suppressive Fire (5% attack modifier)
  93. Ult) Special Ordinance
  94.  
  95. Longbow
  96. Alt) Barrage: 1/2 strength attack in a 3x3
  97. Ult) Snipe
Advertisement
Add Comment
Please, Sign In to add comment